Created
October 31, 2019 15:11
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背景用シェーダー。Quadとかに貼ってつかってください。
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Shader "Unlit/BG_DottedWave" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_UpperColor("Upper Color", Color) = (1.0,1.0,1.0,1.0) | |
_LowerColor("Lower Color", Color) = (1.0,1.0,1.0,1.0) | |
_SurfaceHeight("Surface Height", Float) = 0.5 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f | |
{ | |
float4 pos : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
fixed4 _UpperColor; | |
fixed4 _LowerColor; | |
float _SurfaceHeight; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.pos = ComputeScreenPos(o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float2 resolution = _ScreenParams.xy; | |
float2 uv = i.pos.xy / i.pos.w; | |
fixed4 col = fixed4(0.0,0.0,0.0, 1.0); | |
//Dot | |
//Repeat | |
float2 rectUv = uv * resolution / resolution.x; | |
float2 gridLocal = frac(rectUv * 50); | |
float2 gridIndex = floor(rectUv * 50); | |
float2 gridRounded = (gridIndex / 50) * resolution.x / resolution; | |
// Wave | |
float d = sin(gridRounded.x * 3.14 * 6 + _Time.y * 2.0) * 0.1 + (_SurfaceHeight + sin(gridRounded.x * 3.14 * 2 - _Time.y * 3.0) * 0.05); | |
float d2_a = smoothstep(d, d + 0.2, gridRounded.y); | |
float d3_a = step(distance(float2(0.5, 0.5), gridLocal), 0.4 * d2_a); | |
float d2_b = smoothstep(gridRounded.y, gridRounded.y+0.2, d); | |
float d3_b = step(distance(float2(0.5, 0.5), gridLocal), 0.4 * d2_b); | |
col = _UpperColor * d3_a; | |
col += _LowerColor * d3_b; | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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